/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated May 1, 2019. Replaces all prior versions.
 *
 * Copyright (c) 2013-2019, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
 * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
 * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
 * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
 * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
 * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
using System.Collections;

namespace Spine.Unity.Examples {

	// This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
	public class MixAndMatchGraphic : MonoBehaviour {

		#region Inspector
		[SpineSkin]
		public string baseSkinName = "base";
		public Material sourceMaterial; // This will be used as the basis for shader and material property settings.

		[Header("Visor")]
		public Sprite visorSprite;
		[SpineSlot] public string visorSlot;
		[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";

		[Header("Gun")]
		public Sprite gunSprite;
		[SpineSlot] public string gunSlot;
		[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";

		[Header("Runtime Repack Required!!")]
		public bool repack = true;

		[Header("Do not assign")]
		public Texture2D runtimeAtlas;
		public Material runtimeMaterial;
		#endregion

		Skin customSkin;

		void OnValidate () {
			if (sourceMaterial == null) {
				var skeletonGraphic = GetComponent<SkeletonGraphic>();
				if (skeletonGraphic != null)
					sourceMaterial = skeletonGraphic.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
			}
		}

		IEnumerator Start () {
			yield return new WaitForSeconds(1f); // Delay for 1 second. For testing.
			Apply();
		}

		[ContextMenu("Apply")]
		void Apply () {
			var skeletonGraphic = GetComponent<SkeletonGraphic>();
			var skeleton = skeletonGraphic.Skeleton;

			// STEP 0: PREPARE SKINS
			// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
			customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
			//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin and don't plan to remove 
			// Next let's get the skin that contains our source attachments. These are the attachments that 
			var baseSkin = skeleton.Data.FindSkin(baseSkinName);

			// STEP 1: "EQUIP" ITEMS USING SPRITES
			// STEP 1.1 Find the original attachment.
			// Step 1.2 Get a clone of the original attachment.
			// Step 1.3 Apply the Sprite image to it.
			// Step 1.4 Add the remapped clone to the new custom skin.

			// Let's do this for the visor.
			int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
			Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey);  // STEP 1.1
			Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
			customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4

			// And now for the gun.
			int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
			Attachment baseGun = baseSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
			Attachment newGun = baseGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
			if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4

			// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
			// customSkin.Clear()
			// Use skin.Clear() To remove all customizations.
			// Customizations will fall back to the value in the default skin if it was defined there.
			// To prevent fallback from happening, make sure the key is not defined in the default skin.

			// STEP 3: APPLY AND CLEAN UP.
			// Recommended: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
			// 				Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
			// 				Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
			// 				call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
			if (repack)	{
				var repackedSkin = new Skin("repacked skin");
				repackedSkin.AddAttachments(skeleton.Data.DefaultSkin);
				repackedSkin.AddAttachments(customSkin);
				repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
				skeleton.SetSkin(repackedSkin);
			} else {
				skeleton.SetSkin(customSkin);
			}

			//skeleton.SetSlotsToSetupPose();
			skeleton.SetToSetupPose();
			skeletonGraphic.Update(0);
			skeletonGraphic.OverrideTexture = runtimeAtlas;

			Resources.UnloadUnusedAssets();
		}
	}
}
